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kaelies

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Everything posted by kaelies

  1. kaelies

    [GSC] Green Sea Conflict - WIP

    Ooh, I see. Thought he meant the engine doesn't support hiddenSelections for vests yet.
  2. kaelies

    [GSC] Green Sea Conflict - WIP

    I think E3 units (http://forums.bistudio.com/showthread.php?149563-E3-Units-(new-camos)) has camo vests and bandoleers using default BIS models, so I think hiddenSelections probably work. If not, maybe you could ask them for how they did it?
  3. kaelies

    [GSC] Green Sea Conflict - WIP

    Awesome, thanks for the screenshots. Looking great :) I assume this means both variants of camo will be available for the PRSZ to choose from? Can't wait to try them out in-game, this has made my day. I remember there was also a vest like the CDF one in the first screenshot for the thread, in a greener shade for the PRSZ. Is it possible to get a screenshot of the PRSZ units with that vest on?
  4. kaelies

    [GSC] Green Sea Conflict - WIP

    Loving this, can't wait to be able to try it out. The older uniforms are looking good; would it possible to get a screenshot of the PRSZ unit in a more green area, say to the west of Kamino or something? Also, the camouflage on the PRSZ unit looks somewhat odd to me personally; is it possible we could have an opinion to use one more like the PCDF variant?
  5. kaelies

    -E3- Units (new camos)

    I think it would be quite amazing if you could do all of these camos with both the Iranian and NATO uniforms. Also, if there were patchless versions of the uniforms, it would help out; especially when making mercenary or insurgent units. Other than that, great mod, it just seems like all of the camos darken too much when there is overcast, and brighten too much in the sunlight; is that just the base game's RVMats?
  6. Perhaps you could make it so that "enemy" is itself a separate skill array, and then enable the default for any sides with playable units in them, and the "enemy" array for any that do not? Wouldn't work very well for things like having the independent faction being sided with the ally, but there's probably a way to check for that as well.
  7. kaelies

    ARMA 3 Addon Request Thread

    A few suggestions for modifications of the alpha weapons: -A second set of black MX rifles, maybe a third set of green ones, with maybe just a reskin/palette swap? -A DMR variant of the Katiba that matches the MXM as represented in the dev build. -A LMG variant of the Katiba with a Beta-C 100-rounder, to balance out the 100-round mags any of the guns in the MX family get :) I'd be quite happy if this was implemented as a mod, but is there somewhere else I would suggest this so the devs might see as well? Just for an idea on how the last two could be done, put in a proxy of any additional attachments like a bipod, bigger magazine, etc, and then put in a proxy of the gun itself...seems to be a good way to put attachments on, and as far as I can tell it is fine within BI's license :rolleyes:
  8. kaelies

    Russians

    @tthejokerr: Its a thing with the Virtual Ammobox, since it's finicky about how the attachments and such are named. But good news everyone, it seems his latest update made it so that it will work, as such you might want to ask the host to update the VAS in his maps, it should be able to fix that problem. --- Say, after playing around with the RPK a bit just now, I noticed the recoil while prone was fairly high, and the muzzle flash was tremendous compared to the normal AK's flash. I think this is rather odd, considering the RPK has a longer barrel and a flash hider which should combat the muzzle flash, and a bipod (Though the model has it folded) as well as greater weight, which should reduce the recoil while on the ground. Any chance a fix for that could be done?
  9. Awesome! Is it alright with you if I wear the hat in any further screenshots I make for that mod? :)
  10. Awesome, thanks for the update. Would it be possible to make it so there is some sort of confirmation on deleting a loadout (While I still have a few :rolleyes:)? Also, to maybe move it out of the way so it isn't right next to the "Load" button?
  11. kaelies

    Russians

    Last I checked the damage is significantly less on the AKs than on the 6.5 guns. Looking in the config viewer you can access from the editor, both the 5.45x39 ammo this mod uses and the 5.56x45 ammo BIS uses have the same caliber and damage ratings. Checking it out just now, they both seem to kill in one shot most of the time at a close range, on a higher chest shot to a blufor rifleman. Both also do two-shot kills at times. However, the m4 seemed to be doing two-shot kills...until I put on a holographic sight, which made it kill in one shot far more often. My estimate is that, if testing was done with iron sights, that the iron sights are somewhat off from where one would expect them to be, and therefore would cause shots to hit in the wrong place. Can't check to be sure the config viewer's values are correct with what values the addon maker uses though, I don't have access to those :)
  12. http://forums.bistudio.com/showthread.php?148045-Russians With this mod the AK-107 with a GL also doesn't show up. As a guess, perhaps it is something to do with class inheritance? As a temporary solution, is it possible to allow unrecognized items (i.e. attachments that don't follow that scheme) to be placed directly into the inventory? They seem to save and load perfectly fine, so doing that would at least allow one to put it on then save as a loadout.
  13. The issue here is that ACRE has many variants of its radios, for each radio, each with its own classname; from http://tracker.idi-systems.com/projects/acre/wiki/Class_Names_and_API, the classname for each of those is "ACRE_X_ID_Y", where X is the name of the radio, and Y is the ID name. I don't know how many different ID numbers there are, but one could check via the config viewer in the editor. You would need to list each ID on its own. One possible fix would be to edit the function which populates the item selections, to see if an item is prefixed with "ACRE_" or "ACRE_PRC148_ID_", for example, and skip that particular item if it is.
  14. If you wanted to limit specific boxes rather than limit by side, you could do the same but switch for name of box rather than playerside, right?
  15. kaelies

    Russians

    You have the wrong classname, its just "SUD_SVU_A3". No 107 for the SVU's classname. Fyi, in the future, you can check using the config browser in the mission editor, under cfgweapons, to make sure you have the right classname for any weapon/attachment/vest/uniform/etc
  16. kaelies

    Mag Repack

    The update is great, this is the best magazine repacking I've ever seen for a game. However, would it be possible to make it more obvious which magazine is the "current" magazine in the list, for instance by surrounding its number in the hint list with some symbol? i.e. [15, 16, >12<, 5, 3]; It would make it more precise to skip magazines.
  17. kaelies

    Russians

    Whats the code line you are using to spawn the SVU, when you get the error?
  18. Excellent, thank you. Is there any chance of seeing a variant with the full handguards, rather than the RIS? Even if it means having to remove the flashlight/IR attachment slots.
  19. kaelies

    Nogovan Armed Forces [WIP]

    Excellent, thank you :)
  20. Would it be possible to have the script read the type of the attachment without looking at the classname in question, or to have it read the "muzzle_"/"optic_"/etc from within the string, rather than just at the very prefix? Doing so could aid in establishing mod compatibility without having modders abandon the "abc_classname" syntax used before, or even allow mod compatibility without asking for anything from the modders. Great to hear you can look at fixes for the issues I pointed out a bit earlier, this script is very helpful for missions.
  21. kaelies

    Nogovan Armed Forces [WIP]

    Loving what I see so far, especially the green handguard and stock in the first screenshot. And thank you for considering adding in the HK21, that and the HK21e are the two MGs I've always wanted to see in arma :D One issue I had with the arma 2 G3 and mp5 mods was the tiny aperture in the iron sights. Since arma 3 now supports adjustable irons, do you think you could animate the 100, 200, 300, 400 ranges to corresponding rotations of the drum, with 100 being the iron sights? The animation source for it would be zeroing1 (just "zeroing" didn't work for my own mod), corresponding to the value in the zeroing ranges array.
  22. kaelies

    Russians

    Good to hear, and thanks for letting me know about the tracers--I didn't know that until now :) Tracers - Would it still be possible to have a separate green tracer (I think BIS has yellow tracer models and maybe even white ones too) magazine as well, for those of us still used to looking for green tracers? Scopes - It's awesome to hear that you are planning on adding the Ak-74m with side-mounted optics. I'd also love to see the 4x PSO-1 on a weaver mount as well, mostly for backwards-compatibility with BIS weapons when in a situation where we end up having to use them :) A suggestion about adding the new weapons: Do you think it would be possible to make various versions so that there would be two AK-107s and two AK-74m, one of each boasting the picatinny and the other the side-rail (Same if you are making an RPK-74 and so forth)? Just thinking about the others who may have liked them, maybe have the old variants with ghost-rings available as something to be added via scripts (I still prefer the leafs myself :D)? Two more suggestions I've thought up of in the meantime: Ka-60 - Could we have one in the Red-Star skin you've made, but an unarmed version as well. And, if you are feeling like a bit more texture-work, the counter-shaded blue and green camouflage like on the mi-24 and mi-8 are always a favourite. Uniforms - If you're up to it, maybe another version in the old version of flora? Also, the camo caps we have in MTP and Hex could use a Flora (and digital-Flora) brother :) Glad to hear you appreciate the suggestions, I was nervous about uploading a Santa-wishlist. Thanks for implementing my suggestions!
  23. Two bugs I just found: Any goggles, such as tactical glasses or diving goggles, that are inside your backpack (maybe inside other inventory holders), do not properly load after being saved. Any backpacks inside your backpack (lol), will not properly load either after being saved. Guns don't work inside backpacks either. Uniforms and Vests do, however.
  24. Thanks for the scripts, makes gathering gear for my mission a lot easier. Is it possible to make it so we can pack smaller uniform items such as helmets and goggles into our gear similarly to how it works for attachments? Furthermore, is it possible that unrecognized attachments could be packed into bags directly, so that if an incompatibility occurs we can just look in our bags and equip from there?
  25. kaelies

    Russians

    Excellent, thanks for the update! I do have a few suggestions though, most should be fairly easy to implement: Could you please make the items compatible with the VAS system (http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-(VAS))? This can be done by prefixing the helmets with H_, the uniforms with U_, the optics with optic_, and the suppressors with muzzle_. You can also keep it with the current classname guidelines for other items by doing something like "optic_sud_pso4". Could the tracers be made green rather than red? I believe green is the standard Russian tracer color, at least from everything else. Furthermore, could tracer magazines be added for each of the weapons? Could we have the 60 round magazines, and/or have the 75-round RPK magazines be usable in the AK-105/7s, and vice versa with the 30-rounds in the RPK? Both of these are possible with real-life, and would not ruin game balance since NATO MX weapons are already capable of sharing their 30-round and 100-round magazines. Finally, could we have a PSO-1 optic with the 4x zoom, to replace the Hamr? Would be especially nice if we could just look over the adjustment knob as a secondary sight, for the purpose of CQB :) Thanks again for making the mod and I hope I haven't overwhelmed you with requests. The new iron sights make me feel at home, and I can't wait till a new BinMake can fix the animation source issues.
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